Beruflich Dokumente
Kultur Dokumente
2
Sampler
W
elcome to the sample copy of Infected!, You can order a PDF copy of the book on Drive Thru
a short version of our full book, which RPG (search for Infected Zombie RPG, or click here)
was funded by a Kickstarter in 2015, and and physical copies will be available soon.
printed in mid-2016.
Please check out our website of www.immersion-
This is the second edition of our sampler, to take rpg.com for more updates, to subscribe and hear
into account our revised and streamlined rules about further Kickstarters to come!
system, and to give you not only a taste of what
our full book holds, but also to give you enough
information to be able to play a game of your own. Oliver R. Shead
3
Chapter One
Introduction
I
t is the end of the world.
5
Chapter Two
Outbreak
T
he outbreak is effectively over. Though great buildings, now shattered and broken, their
most of the world is gone, the Infected windows staring out at those who scurry on past.
have been similarly obliterated. Grass and foliage are steadily encroaching on roads,
They havent vanished, but their numbers are submerging cars and swamping buildings. Countless
comparatively few. Their packs hide in the ruins, vehicles quietly rust on highways and beside roads,
living in the dark places of the world, where they their paint fading, windows shattered. In some
have refuge from the retribution of survivors. The places they have been flattened or shoved aside by
deadly game of cat and mouse continues. tanks, making narrow trails through the wreckage.
The Infected are true parasites and simply cannot Despite over ninety-nine per cent of the world
survive without a human population. Humans perishing, there are still numerous communities. Life
provide their greatest, and most preferred, source finds a way. The siege by the Infected has lifted. The
of food. fallout from contaminated areas has largely passed,
and plantlife is resurging once more.
When people leave an area, the Infected leave soon
after, looking for their next meal ticket to stay Though in many places there is nothing but ruins,
would mean starvation. there are still dozens of communities left standing in
what were once super-cities. Many of these places
The society that has survived these past five
are only a suburb away, but are effectively mini city-
years is nothing like what it once was. Cities have
states in their own right.
become quiet, desolate landscapes, with rubble
piling against the sides of once- With many communities comes a constant stream
of traffic. Trade is vital, and merchants willing to
risk themselves on the roads can be well rewarded.
Some roads are short, well-used and relatively safe,
while others are long, empty and perilous. But it is
usually the perilous journey that also presents the
greatest opportunity.
With society still alive, and Not all townships have the resources to
with so many disparate build a comprehensive wall, so they rely
groups, it is also inevitable on other defences. Everyone barricades their
that politics and intrigue play doors and windows at night, when the Infected
a constant role in survivor communities. Rival have a high chance of sneaking in. The Infected are
factions support one power broker, then another. far more active at night time, when they can strike
Warlords sweep in, taking over a swathe of territory without warning.
before falling in bloody ruin. Governments try to
When an Infected pack is near, often the best
regain their power, with promises, bribes, threats
defence is to hunt them down. Where there are too
and through the creation of rebels against their
many, the only solution is to dig in and stay alive.
rivals. They have lost none of their cunning, and
7
Chapter Three
The Basics
Rolling a Check
Many things dont have a chance of failure.
Driving to work every day doesnt do much
to tax you. Reloading a handgun while
youre relaxed at a firing range will not
have any chance of failure. But trying to
reload before a pack of Infected reach you
does have a chance of failure!
Failing a roll can mean that you simply dont Also, the player must specify before rolling which
succeed on your action, or it can mean that die is for which statistic (i.e. The purple one is for
something has gone wrong and your character is in Attributes, the blue one is for Skills.). That will help
jeopardy. clarify what is being rolled ahead of time.
Failing catastrophically (known as a Bungle see Usually one die is rolled for an Attribute and one
page 48) means that the Narrator gets to say what for a Skill; however, there are occasional situations
happens generally it means that you fail the where the roll is made with an Attribute and a
action with a complication. Circumstance, or two Attributes together.
At least one Attribute must always be rolled in
Below are several tables that might be of use for anyaction.
Narrators when trying to work out what happened Occasionally the player may be able to roll with an
with the Bungle. Attribute, Skill and Circumstance, getting 3 dice for
their action.
9
10 or below is a failure, 11 is 1 success, 12 is 2
successes, 13 is 3 successes and so on. See the table
on page 37.
Gradients of success
The more successes you get, the better your action is. This means that you might do the action faster, more
efficiently, with more power or more skill. At the bottom of the scale are Bungles (see page 48 for more on
them), and above that the successes go through poor, average, great and just keep on going. When you make
a roll, you should then tell the Narrator, I got 4 successes or I got 6 successes. They will then tell you
the results your actions have (though feel free to get creative yourself! Check out page 213 for cooperative
storytelling).
Gradients of Success
Successes Result
0 Fail
14 Fair Success
59 Good Success
1014 Great Success
1519 Incredible Success
20+ Perfection
10
Sample Roll
+ Brawn 5 = 14 4 Successes
5 Successes Total
+ Athletics 7 = 11 1 Successes
Example:
Jackson is rolling a check for his character, who has an Attribute (Brawn, denoting raw muscle) of 5, and a Skill
(Athletics, denoting fitness, ability to handle oneself physically) of 7.
He rolls a 9 and a 4. The first die is added to his Attribute (Brawn) of 5, getting a 14 (4 successes).
11
Attributes
Innate qualities and abilities of a character. Costs x2 Experience.
Levels:
argument,
Tact persuasion,
use logic and force of reason, charming with talk, barbed wit,
conniving subtle insults, insinuated threats and lies
12
Skills
Things a character has learnt. Costs x1 Experience.
12 Poor 34 Average 56 Proficient 78 Expert 910 Masterful
Note that players should characterise what field their expertise is, if they are using a Skill that is very broad (such as
Knowledge). Describe what they trained in if someone is trying to do something that is technically part of the Skill, but
that they likely have no knowledge of or ability with, then the Narrator should simply give them a penalty to their roll.
Command Leading people, controlling groups, planning and organising, taking charge
Construction Building, mechanics, electrical, weapon and armour smithing, making clothes
Deception Lying, bending the truth, thinking fast, conning and tricking
Deduction Detecting untruths, sensing true motives, predicting someone, investigating, searching
Medical First aid, medicine, natural medicine, preventing infections, binding wounds, operating
Melee Using close combat weapons knives, swords, axes, spears, sticks, glass.
Observation Using natural perceptions of the body seeing, hearing, smelling, tasting.
Pilot Driving cars and trucks, piloting planes and ships, riding horses, riding bikes
Rogue Picking locks, picking pockets, cracking safes, finding black market contacts
13
The Character Sheet
The character sheet contains all of the information about your
character, from their physical abilities and combative prowess,
to their ability to coerce, woo, impress and lead. Here is a
brief rundown on the character sheet, while the following
chapter has more information on how to build a character in
full.
Attributes
110
Attributes are who and what a character is when it all boils
down. Smart or stupid, weak or strong, brave or cowardly,
its all here. Attributes represent a characters basic ability,
but not their training.
Most rolls require an Attribute and a Skill. Sometimes an
Attribute and Circumstance are rolled, or an Attribute
with another Attribute. See page #51.
Skills
110
Skills are what a character has learnt through training. It's
your hard-earned knowhow. While you might be quick with
your hands, you still wont be able to hit your target with a
pistol unless youve trained in it.
See page #52.
Base Initiative
2-20
Your Base Initiative determines how quick you are on
the draw, how fast you are to respond in a moment of crisis.
This is made up by combining your Dexterity and Awareness
Attributes. Weapons and situations in a combat can further
modify your Initiative score. See page #53.
Morality
110
Your Morality determines your humanity, your ethics level,
the degree to which you have degraded as a human being. It
is also a barometer of sanity. See page #43.
Health
240
Health represents how much physical damage a character
can take before theyre injured, incapacitated or killed.
Your Base Health is formed from Brawn combined with Luck,
and can be increased with Extra Health (Extra Health has a
maximum level equal to Base Health).
See page #54.
14
Name, Rank and Serial Number!
This information is stuff like the name of your character,
their Disposition (optional personality type see page
#50), the players name (thats you) and the Campaign
youre playing (a major story that youre playing).
Experience Costs
x1 or x2
This is the amount of Experience it costs to purchase the
initial level, at character creation. If you want to start with
the Athletics Skill at level 7, it will cost 7 Experience. If you
want you Brawn to be 6, it will cost 12 Experience.
After character creation, each new level must be individually
purchased (so, to go from Athletics 7 to 8 would cost 8 Exp).
See page #9.
Circumstances
110
Circumstances represent the situations the character is
in. Wealth, reputation, allies, contacts, team mates, pets,
weapons are all Circumstances. Sometimes these influence
the game and story, other times they can provide bonuses or
even be rolled as an Extra Die.
See page #49 for Circumstances and page #47 for Extra Dice.
Experience
These two boxes represent your total amount of experience
gained and your unused experience. Every time you gain
experience, you should add it to the number in the right
hand box. The number in the left hand box is experience
youve earned but not yet expended on increased statistics.
See page #9.
15
Circumstances
Situations around the character people they know, stuff they own, their wealth and influence.
See more detail on page 71.
Costs x1 Experience.
Asking allies for information, to broker a deal, to come to your aid, to lend you
Allies
money, to find out who wants to kill you and why.
Having soldiers, servants, slaves, workers telling them to attack someone, to back
Minions
you up, to menace somebody, to search for something or be part of your network
Having well-trained animals loyal to you pets may be used to attack someone, for
Pets
defence, to sniff out a scent, to track down quarry or to detect Infected
Frightening or awing someone with your name alone, making a grand entrance,
Reputation
being really impressive
Status Pulling rank, commanding troops, being a diplomat, having station or privilege.
Buying things, bribing people, organising a trade, living affluently (or just getting by),
Wealth
being a big deal or an impoverished vagabond
A characters physical toughness. How healthy they are and how much damage they
can take and still keep functioning, or stay alive.
Combine Brawn and Luck together and you will get your characters Base Health
(from 220). You can add to this initial value by purchasing Extra Health (Extra
Health costs x2 Experience, just like Attributes). Extra Health has a maximum level
equal to Base Health. Health is divided as evenly as possible into three categories:
Health
Battered, Injured and Wounded.
240
When damage is received, it is first subtracted from Battered Health, then Injured
Health, and finally Wounded Health.
Battered Health has a chance to heal once per day, Injured once per week and
Wounded once per month.
Characters on 0 Health are dying.
Characters who go negative in Health more than their Brawn Attribute are dead.
Stat Description
Certain strengths unique to the character. A hard head, a nose for profit, an
Advantage unshakeable will, can all be represented by taking the appropriate advantage, which
will give bonuses to certain rolls, or allow unique abilities.
17
statistic Levels
All statistics range from 010, which span the limits Individuals who have the discipline, drive and
of human ability. It is technically possibly to get diligence to train themselves into that high a level
above 10. Here is a quick way of interpreting what are few and far between. A character with a statistic
those levels represent. at level 7 or 8 would be a high level professional
an Olympian, champion boxer, a veteran sniper. A
Statistic Levels character with a statistic at level at 9 or 10 would
be a legend like Achilles, or Musashi individuals
Level Description considered superhuman, and about whom stories,
0 Completely Unskilled movies and legends are constructed around.
12 Poor
The Narrator Determines What Stats to Roll
34 Average
When faced with a dramatic situation that demands
56 Proficient a check, the Narrator is the one who determines
78 Expert what sort of roll the player needs to make.
910 Masterful The players should describe what they are doing,
to best set the scene and give the Narrator a good
idea of what sort of check would be fitting which
Note that few characters will ever reach 7 or 8 Attribute and Skill would be the best combination.
with most of their statistics, let alone 9 or 10,
which would be considered virtually impossible.
18
When they decide this, they should tell the player, Diplomacy), and adds a little monetary incentive
Make a Brawn plus Athletics check or Make a to the mix. Because of this the Narrator lets her
Presence plus Intimidation check. add another die to the roll, at the level of Wealth
(1D10+8).
Of course, sometimes the players views on the
check wont fit with the Narrators, but in that case So now she would roll Tact/Diplomacy/Wealth.
its the Narrator that makes the final decision.
Her Tact is 6, her Diplomacy 5, and her Wealth 8.
See page 128 for examples of different actions and
She rolls a 4, 6 and 7.
what stats they use.
Ending up with 6 successes total. In this case, the
Overlap of Skills Narrator decided that a passive roll could be a made
(one in which the player rolls against a set target
There are many Skills that can potentially be used
of successes, rather than having the opponent
for the same action just performed in different
make a roll to resist her see page 46 for more
ways. You could use Stealth to follow a target from
information).
afar, or Deception to pretend not to be following
them in a crowd. The way the player describes how
they are performing the action is what the Narrator "Natural"
should use to determine what statistics to use in the
roll, as well as how the action turns out. Whatever a die actually rolls is called its natural
number, as opposed to a number gained
from a modifier. If you roll a natural 10, or a
Rolling More than two dice natural 1, these can cause you to automatically
succeed or automatically fail with that die, as
Sometimes you will be able to roll more than mentionedbelow.
two dice. Usually this is if you have a significant
advantage in some way it could be when using
an automatic weapon on fully automatic, or when
Rolling a Natural 10
using a Circumstance to give you an edge. Rolling a natural 10 means youve done particularly
well. At this point you can pump the air and shout,
Natch TEN!
+ Tact 6 = 10 0 Successes
Rolling a natural 10 gives an additional +1 success.
6 + Awareness 6 = 16 6 Successes
Successes +1 (for natural 10)
Total
+ Diplomacy 5 = 12 2 Successes
9
Successes
Example: Felicia is a tycoon, with her Wealth Total
Circumstance at 8. She tries to persuade a
settlement guard to let her pass (rolling Tact/
19
Example: Jacqui peers into the corn field, trying to Passive/Opposed Rolls
make out movement. Her Awareness is 6 and her
A roll can either be passive or opposed.
Observation is 5. She rolls a 10 and a 7!
3
+ Knowledge 7 = 11 1 Success
5 2
1
Success Annabelle
Total Penalty
Example: Nick is passing through a region and sees Example: Annabelle wants to persuade a local
a local gang sign painted on the wall. He wants to farmer to part with his crops on loan because she
know more about the gang, and so the Narrator has no trade goods. The Narrator decides that this
allows him to roll an Intelligence/Knowledge check is a bit difficult, so gives her a penalty of 2. She
to see what he finds out. manages to get 5 successes total, so 3 successes
after the penalty.
Nick is an absolute genius, with an Intelligence of
10, and Knowledge 7!
Opposed Roll
Unfortunately, Nick rolls a 1 and a 4.
An opposed roll occurs when the player rolls
1 plus the 10 equals 11, which would ordinarily be a against the Narrators roll (or another players). The
success, but a natural 1 is always a failure, so that Narrator will usually be rolling for another character
die gets no successes. in the game, who is attempting to oppose the player
in some way.
Luckily, the 4 +7 totals 11, which equals 1 success.
In this case, successes from each side cancel each
other out. Whoevers still left with successes
20
manages to achieve their action, to a greater or
Level of Bonus
lesser degree.
Bonus Description
1 +1/+0 Minor
3 +1/+1 Moderate
2
Joe Bandit +2/+1 Major
+2/+2 Dramatic
Example: Joe is attempting to shove a door shut
with his shoulder, while a bandit tries to stop
him. Both of them roll Brawn/Athletics. Joe gets 3
successes, while the bandit gets 2 successes. Joes + Presence 6 (7) = 13 3 Successes
final tally is 1 success, so he slams the door shut.
21
from the total number of successes made by the A Bungle is a stuff up. A major mistake. Dropping the
character. grenade on your foot, shooting your pal by accident,
getting a gun jam or some other catastrophe.
Fxample: Jillian is trying to hide from a group of
looters going through a building shes in. However, If a character gets no successes on their roll, and
she hurt her knee earlier, which is affecting her. also rolls a natural 1 with at least one of the D10s,
She is suffering 1 to her Dexterity-based actions. then its a Potential Bungle.
Rolling Dexterity/Stealth to stay hidden, she gets 5
Spend a Point of Luck
successes. She takes 1 success off this, and gets 4
total. To prevent the Bungle from happening, the
character may spend a point of Luck. If they dont,
then the Bungle takes place.
+ Dexterity 6 = 12 2 Successes
+ Dexterity 5 = 1 Fail
+ Stealth 6 = 13 3 Successes
4
Successes
Total Potential
Bungle
22
The Narrator should use their
logic when determining the effect
of a Bungle. A clever Narrator will
use a Bungle as a complication to
further enhance the story. It can make
the situation more gripping, more intense
and dangerous and add further problems to the
characters adventures. They can also be fatal...
Epic Bungle
An Epic Bungle occurs when you roll two natural 1s,
and no successes (in case you were rolling three or
Narrating
more dice). If this happens, the only way you can
a Scene
reduce the action to a mere failure is by spending
With
two points ofLuck.
Bungles
+ Awareness 6 = 1 Fail The Narrator
needs to use
their judgment
+ Deduction 6 = 1 Fail as to how and when to
apply the results of the Bungle.
Epic For example, just because Garth had an Epic Bungle
Bungle does not mean the results are immediately applied.
Nor does it indicate the manner in which the Bungle
Example: Garth is trying to work out what a new will occur. So the dubious individual Garth was
player in town is after. The guy seems like a hard questioning may wait until the story takes them to
type, who just wandered in from the ruins, but when a point where he can betray the group, or it may be
he talked to Garth before he seemed to be an okay that the guy is normally fine but goes off the deep
guy. Whats his story? end (to Garths detriment) any time a trigger event
occurs eating certain foods, asking him to do
In talking to him, Garth rolls an Awareness/
particular things, and so forth.
Deduction check to see what he can determine
about the guy. His Awareness is 6 and his Deduction Players should also ensure they keep in character
is 6, but unfortunately Garth rolls two 1s! when they roll a Bungle. While they may know that
the scary men in the woods are certainly up to no
Now Garth faces a potential Epic Bungle. To stop
good, their characters trust them anyway, and walk
this he would have to spend 2 points of Luck, but he
blithely on to their dooms... let it run out. Things
decides to save them for later.
that are obvious to people watching the movie or
This means that it is indeed an Epic Bungle, and reading the book are not always obvious to those
Garth hears only great things about this new guy. in it. That doesnt lessen the interest of the game
In fact, they get drinking together, and Garth comes though!
to trust him implicitly... never realising that this guy
is a cannibal looking for fresh meat and hes just
found his next target.
23
Spiritual Attributes
Spiritual Attributes are the deep wells of inner Example: While shooting at an Infected, Alex rolls
fortitude that separates player characters from a 1 and 4 no successes and a natural 1. Thats
normal people. Generally only Player Characters a Potential Bungle. To negate that, she can spend
and important Non-Player Characters (particularly a point of Luck and just make it a failure, with no
antagonists) can spend Spiritual Attributes. At the disastrous consequences. She decides to do so,
Narrators discretion, though, anyone can spend meaning her shot merely went wide, and nothing
Spiritual Attributes. disastrous happened.
These are spent temporarily to gain a bonus, a Example: Alex gets only 1 success as she jumps for a
reroll, negate a penalty and so on. However, they ledge. She was trying to be quiet, but that poor roll
only recover at a rate of 1 per day, so spend them will mean she makes a lot of noise. Instead of that,
wisely! she decides to spend a point of Luck and roll it again
this time she gets 5 successes and is much more
Spiritual Attributes quiet.
Resolve Example: Richard spends a point of Resolve to give
Spend a point to gain +2/+2 to one roll himself a +2/+2 to his roll to charm a local warlord.
Spend a point to remove damage, pain or However, he failed on the roll, meaning he will
exhaustion penalties for a scene come across like a total bootlicker. To stop that
Spend a point to be able to function during a eventuality, he decides to spend a point of Luck and
scene while dying (4 on all rolls) gain a reroll. However, this time he doesnt gain the
+2/+2 Resolve bonus to the roll.
Luck
Spend a point to prevent a Bungle Example: Andrew has Bungled his attempt to sneak
past an Infected pack. If he wanted to reroll it, he
Spend a point to reroll of a non-Bungled roll would have to spend 2 points of Luck the first to
prevent it from being a Bungle, and the second to
gain the reroll.
Example: Jann uses a point of Resolve to gain +2/+2
to her Presence/Command check in front of the
whole town, trying to convince them to back her
Recovery:
for leader. Her Presence is 4 (+2, so now 6) and her
Command is 3 (+2, so now 5). Spiritual Attributes recover at a rate of 1 point per
day.
Example: Davis is down to Wounded Health and is
suffering 2 on all rolls. He gets attacked again by
Awarding Points
a band of reavers, so to fight them off he spends a
point of Resolve and has no damage penalties for Narrators can award players with a restored point of
the remainder of thescene. Resolve and Luck for performing some particularly
heroic action, surviving something suicidal or
Example: Victor is dying. Hes been reduced to 2
something equally inspiring.
Health and is about to go unconscious when he
spends a point of Resolve to keep functioning. Even A point of both is recovered when this occurs.
then, hes on 4 to all rolls, and can only crawl and
move very slowly.
24
Vital Statistics
Health represents physical wellbeing and how Once youve calculated your Total Health, you then
much damage one can take before they are injured, need to divide it in thirds as evenly as possible
incapacitated or killed. with the larger numbers going in the Wounded and
Injured boxes. These thirds represent the different
levels of your Health.
Base Health = Brawn + Luck
Extra Health costs Exp x2 (x2 total level at Battered
character creation, or x2 the new level during Total
Health Injured
game play). The maximum Extra Health that can be
purchased is equal to the characters Base Health. Wounded
Total Health = Base Health + Extra Health
On your character sheet it will look like this:
Health is calculated by taking Brawn and Luck and
Permanent Current
adding them together. This represents not only
Injured Battered
how physically tough someone is, and how much
sheer punishment their body can endure, but also
the oddities of fate that mean the person is only
battered or grazed, and not killed. 1
At this point, the character will suffer 1 successes Beyond dying... a character is dead.
to all rolls.
Wounded
Taking Damage
Every point of damage a character suffers subtracts
When the character suffers possibly life-threatening
a point of Health. These are taken from the left
harm, then they will lose Wounded
box first (Battered), right box. So Battered
Health. They might have broken
is reduced first, then when it is at 0,
bones, been concussed, stabbed,
Injured starts getting reduced, then
bleeding. This is serious
Wounded. If the damage received
damage, and is usually when
is more than the damaged Health
people go to the emergency
box can sustain, then the damage
ward.
carries over to the next Health
At this point the character box.
will suffer an additional 1
However, occasionally someone
successes to all rolls.
may be in a situation where
they suffer a serious wound,
Dying
with no other damage taken
Beyond Wounded (0 and negative (i.e. youre strapped to a chair and
Health) is dying. have your thumb cut off... ouch). In this case,
the damage might go directly to the Injured or
A character can have negative Health equal to
Wounded boxes.
their Brawn Attribute.
26
damage means you will suffer 2 to all rolls. Having losing -1 Health every day. It really depends on the
just Wounded damage means you have 1 to all circumstance.
rolls.
To recover on their own, the victim can spend a
point of Resolve and make a Brawn/Luck check at
Healing 4, with an additional 1 for each point they are
negative. If successful, the character returns to 1
Brawn (+Medical)
Health and miraculously stabilises.
Fortunately, bodies do heal.
If the victim goes negative more than their Brawn
To recover Health Points, roll a Brawn check level, then they die.
(+Medical, if medical attention is being provided and
Others can assist the character by making an
the character is resting. Even if they are stitching up
Intelligence/Medical check, with the same modifiers
their own wounds, it is necessary for them to stop
as above. If they are assisting the dying characters
to do so, and to have the equipment necessary to
roll, then every two successes gives +1/+0 to the
do it.)
dying characters roll. Success indicates that the
Every 2 successes gained on the roll recovers 1 character has recovered to 1 Wounded Health. They
Health (damage penalties dont count on this roll). can make one check every time the character is
about to lose another Health from dying (so every
The time it takes to heal depends on the severity of
minute, hour or day or whatever the Narrator has
the characters injuries. The following is how often
determined as an appropriate time period).
they may roll a healing check:
For particularly brutal wounds, like a slashed artery,
Battered: Once per day.
severed limb, brain injuries or that sort of thing, the
Injured: Once per week.
Narrator should apply an additional penalty to the
Wounded: Once per month.
roll, from 1 to 4.
If a character is not able to properly rest for the
Example: Jamey has just been stabbed by a bandit
duration of that Health boxs recovery time, then
and robbed. Hes left bleeding and dying alone. Hes
the Narrator may give them penalties to their
currently on 3 Health. The Narrator decides that
healing checks, to represent the added stresses and
hell lose another 1 Health every ten minutes.
aggravations they are inflicting on their wounds.
Jamey has 4 Resolve, and 5 Brawn. He spent 2
Recovering from Dying Resolve during the fight, so he only has 2 Resolve
left, and therefore two chances to recover on his
When dying, a character is unconscious and helpless
own.
and not likely to recover without outside help.
Ten minutes goes by and he spends 1 Resolve and
Characters on 0 will lose an additional 1 Health
rolls Brawn/Luck against a penalty of 7. He gets
every minute, hour or day, depending on the
3 successes, so he fails, dropping to 4 Health.
severity of their wounds (Narrators discretion).
Another ten minutes goes by and he spends his last
Some injuries kill more swiftly than others. A Resolve to roll Brawn/Luck again (against 8), but
character with a severed limb is likely to suffer again he fails and drops to 5 Health.
1 Health per minute, whereas a character who
Hes only got ten minutes left to live and no way to
fell off a building may slip away more slowly due
recover by himself anymore when out of the blue
to more concussive impact and less blood loss,
come a group of survivors who tend to him.
27
They make an Intelligence/Medical check with a 34 Selfish
penalty of 9 and get 10 successes! Its just enough.
56 Moral
They staunch the wound, Jamey returns to 1 Health
and stabilises. What a miracle! 78 Honourable
910 Saint-Like
Morality Morality Checks
Morality measures a characters ethical level. His
If a character ends up acting worse than their
humanity, empathy and sanity too. In this horrid
Morality level indicates, they must make a Morality
dark era, all too often people will do whatever it
check. Note that if their Morality is already really
takes to survive - and end up destroying themselves
low, they would have to do something truly
spiritually.
despicable (according to their current level of
Morality is an index of a characters mental morals) to warrant a Morality check.
wellbeing. It is their sanity, as well as their scruples.
Making a Morality Check:
A characters starting Morality sits wherever the
player wishes. The character can be a paragon of Roll one die.
virtue, or a bitter and twisted individual.
If it is equal to or greater than the characters
The following is a loose moral code for the levels
Morality, the character loses a point of Morality
of Morality. There can, of course, be exceptions to
permanently.
these guidelines like the black-hearted bandit
with a strict code of honour. Again, we leave these
Narrator may add penalties to the roll for
nuances totally up to you.
particularly harsh acts. This makes the target
number of the Morality lower.
Morality Level:
12 Brutal
Hardness Rating
All objects, including humans, have a Hardness HR 3
Rating. This ranges from 0 to 5, and represents how
Armour piercing weapons.
capable something is of dealing or withstanding
damage. For instance, no normal man could punch Things that can absorb HR 3 damage includes
through solid steel, or even significantly harm it. On most military armour, sandbags, armoured cars
the other hand, if an unarmoured person was shot and very solid metal.
with a firearm, or stabbed, they would be unable to
absorb the impact at all. HR 4
Whenever damage is dealt, you should compare HR HR 4 weapons are powerful enough to blast
to see if the target can absorb the damage or if the down buildings, punch through brick, concrete
weapon can actually harm the target. and metal. These are heavy firearms .30 calibre
machineguns, napalm, .50 sniper rifles, grenades
and so on.
HR 0
Objects that absorb HR 4 damage are armoured
Soft targets humans and animals. personnel carriers, military armoured cars, light
Unarmed strikes. tanks and other vehicles that are largely bulletproof,
as well as very thick banks of earth or stonework.
HR 1
HR 5
Hard, blunt objects.
HR 5 weapons are
Weapons include bats, bricks, sticks, clubs.
monstrous, able to destroy
Low speed impacts.
houses, large buildings and even blocks at a single
Sport armour, wooden doors and plaster walls strike. HR 5 weapons include missiles, bombs,
can absorb this sort of damage. mines, artillery and main battle tank cannons.
Objects that can absorb HR 5 damage are immune
HR 2
to small arms and can lumber through a battlefield
Light firearms, knives, axes, bows, hammers, with impunity. These are such things as main battle
spiked knuckledusters, high speed impacts. tanks and battleships.
29
Examples of HR
Handgun (HR 2) vs Humvee (HR 4) Fist (HR 0) vs Metal Door (HR 2)
The handgun can shoot at the humvee all day, Defender A man pounds at a metal door, kicking and
but its not going to do anything but make a few 2 thumping, but is unable to actually damage it
scratches. No damage is possible. Above though could perhaps break a lock.
30
Combat
Combat is a very particular set of actions. Because During a round, a character is normally only able to
it is often life and death, there are a few more rules perform one basic action (called a Standard Action,
to it. see below).
33
Ranged Weapons
Weapon Initiative Damage Range ROF Mag HR Examples
Pistol, Light +3 +2 S Short 18 2 9mm Glock 17
Colt M4A1
Assault Rifle, Light +1 +6 L Full Auto 30 3
Assault Rifle, Heavy +7 L Full Auto 30 3 AK-47
Mossberg 500
Shotgun +1 +8 M Short 8 3
12 Birding Shotgun
Double-Barrel Shotgun +5 M Short 2 2
Machinegun, Light +7 L Full Auto Belt 3 M249 Light Machinegun
Melee Weapons
Weapon Init Damage Strike Parry HR Notes
Knife +1 +1 2
Combat Knife +2 +2
2
Broken Bottle +1 1 2
Machete +1 +3 2
Hatchet 1 +4 3 2
Axe 2 +7 2 2
Hammer 1 +1 1
Crowbar 1 +2 1
Twohanded
Bat +1 +5 1 1
Armour
Movement Awareness
Armour Absorb/Parry HR Notes
Penalty Penalty
Leather Jacket +3/+3 1
Hockey, fencing,
Sports Armour +6/+6 1 1
motorbike armour
Riot Armour
Medium Ballistic Armour +7/+7 2 1
Heavy Ballistic Armour +6/+6 3 2 Military Armour
34
Initiative: Penalty: 2
The bonus or penalty to Base Initiative when using
this weapon. +
Strike: Dexterity Ranged Ranged
The bonus or penalty to Strike with the weapon. 2 Successes
Parry A short burst is typically what is known as a double-
The bonus or penalty to Parry with the weapon. Roll tap, the squeezing off of two to three bullets in a
Dexterity/Melee as a defensive action against Hand tight grouping to kill one exact target. For a
to Hand or Melee attacks. machinegun this is usually about 10 rounds.
Range:
Long Burst
This is in 4 categories:
Strike: +2 Ranged dice
Short (S): 10m effective range.
Penalty: 4
Medium (M): 50m effective range.
Long (L): 100m effective range. +
Extreme (E): 200m effective range. Dexterity Ranged Ranged Ranged
Weapons can fire at twice this for a penalty of 4, or 4 Successes
at four-times that range for a penalty of 8. A long burst empties half a pistol or rifles magazine,
or about a hundred rounds for a machinegun.
ROF:
Rate of Fire. Single = single shots only. Short = Single A long burst gives +2 die to strike at the level of
shots or short bursts. Long = Single shots, short and Ranged, with a penalty of 4.
long bursts. Full Clip = all of the above.
Fully-Automatic Burst
Mag:
The size of the magazine. Strike: +3 Ranged dice
Penalty: 6
HR:
The Hardness Rating of the weapons attack.
+
Firing Bursts
Dexterity Ranged Ranged Ranged Ranged
One of the advantages of modern weapons is that
they can fire rapidly. A burst is a rapid-fire series
6 Successes
of shots, from a few rounds to a fully-automatic A fully-automatic burst is essentially spraying an
emptying of a weapons magazine. Bursts increase area with a huge number of inaccurate bullets.
the chance of a hit, but decrease individual bullet
A fully-automatic burst gives +3 dice to strike at the
accuracy.
level of Ranged, with a penalty of 6.
Short Burst
Strike: +1 Ranged die
35
Sample Combat
Trevor and Garth finally throw down over the last can of spam. Its on! Trevor goes for his pistol, while Garth has no weapons. Theyre
both standing beside what is left of the bar, and others around them scramble for cover.
1. Roll for Initiative
Trevors Base Initiative (Dexterity + Awareness) is 12, while Garths is 9. The Narrator gives Trevor a bonus of +1 as the instigator, as
he surprises Garth a little.
Trevor + 13 Garth + Base Initiative 9 = 11
(Base Initiative 12 +1) = 17
4 Strike
1 Dodge
=3 Successes Total
4. Add Weapon Damage 3 Strike +2 Pistol Damage
=
5 Damage
5. Roll to Absorb Garth
+ Armour 6 = 11 1 Success
Garth is wearing a light kevlar vest, which gives him +6/+6 Absorb
at HR 2. The pistol is also HR 2, so he can absorb it at the normal
rate. Without the armour he couldnt absorb an HR 2 attack at all + Armour 6 = 8 0 Successes
because its 2 HR levels above his own (humans are HR 0, most
1
guns HR 2 or 3). Garth rolls a 5 and a 2, getting just 1 success to
Successes to
absorb, and taking 4 Damage.
Garth
Absorb
6. Deal Damage
Garth takes 4 damage in a wicked gash, which is partially stopped Total
by his kevlar. He is now suffering 1 to all rolls, and is bleeding
10 Health
and hurt, but still able to fight. He has dived over the bar, and next
round can use it for cover.
3 3 1 4 1
0 2
Battered Injured Wounded
36
Chapter Six
Scenario
W
hat follows are several sample characters,
and a scenario, The Fifty Hands.
NPC Stats
Non-Player Character (NPC) stat blocks are generally
shortened for sake of convenience.
Abbreviations:
Brn = Brawn Dex = Dexterity Int = Intelligence
Awa = Awareness Res = Resolve Pres = Presence
Base Init= Base Initiative HtH= Hand to Hand
Skills
Physical = Wilderness,
Athletics, Dodge, Stealth,
Construction, Pilot
Martial = Hand to Hand, Melee,
Ranged
Knowledge = Knowledge, Medical,
Military, Rogue, Language
Perception = Deduction, Observation,
sometimes Wilderness
Social = Animal Handling, Command,
Deception, Diplomacy, Intimidation,
Perform
37
Lizzy Randall Lizzy Randall
Lizzy Randall was the spoilt daughter of a billionaire Attributes Disposition: Saviour
before the outbreak. During it, she lost absolutely Brawn 5 Circumstances
everything she cared about. For a long while she Dexterity 5
Compound crossbow, 40 bolts (lvl 4)
just drifted with thousands of other refugees, seeing Presence 4
Light ballistic armour (lvl 4)
Tact 3
and being a part of things so horrible she has simply Clothes and survival gear (lvl 3)
Awareness 4
blotted them out of her mind. Intelligence 6
(incl. gas mask, flashlight, fire starter kit, cook-
ing gear.)
It was her faith that kept her going through those Resolve 4
Wealth 4
Luck 4
unbelievably dark times. The faith that the Lord
Advantages and Disadvantages
giveth, and the Lord taketh away. She was so fervent Morality: 4 Angry (lvl -4)
in that belief that she ended up scratching a cross Base Init: 10 Act of Will (lvl 8)
into her forehead as a permanent reminder.
38
Amagi Amagi
Amagi was a soldier during the outbreak, and Attributes Disposition: Commander
participated in a number of population control Brawn 6 Circumstances
actions that were nothing short of genocide. He Dexterity 5
Heavy assault rifle, 6 clips (lvl 7)
soon came to realise that he couldnt live with his Presence 6
Clothes and survival gear (lvl 3)
Tact 4
own actions and went AWOL. (incl. gas mask, flashlight, fire starter kit,
Awareness 5
cooking gear.)
Years later, with society having almost completely Intelligence 5
Heavy ballistic armour (lvl 6)
devolved into feudalism, Amagi has made peace Resolve 5
Wealth 2
Luck 4
with his inner demons. Now hes the lawman of Reputation 4
Pamra, a small town in the middle of nowhere. Morality: 4 Advantages and Disadvantages
Judge, jury and executioner, he has his fair share of Base Init: 10 Despair (lvl -5)
enemies. Enemies (lvl -8)
Cold (lvl -5)
With plenty of foes out there, Amagi also finds he Skills
Animal Handling 4 Language 0
needs plenty of friends. And he has them in spades.
Athletics 5 Medical 4
There are countless folk he has saved from the Command 4 Melee 5
depredations of bandits and rescued from Infected Construction 2 Military 4
packs not to mention helping on the farms and Deception 5 Observation 5
doing manual labour. Deduction 4 Perform 0
Diplomacy 5 Pilot: Light Vehicles 5
At first a bit of a closed book, Amagi warms when he Dodge 5 Ranged 6
knows he can trust someone (particularly Domestic 3 Rogue 3
when hes downed a bottle or two) Hand to Hand 4 Stealth 4
and is fiercely loyal to his friends. In Intimidation 4 Wilderness 6
Pamra, he has found a place where Knowledge 4
Morbid
42
Fifty Hands
The following is an adventure to give you a taste of them if necessary. Right or wrong, I would kill for
the world of Infected!. We recommend using the you. She brooks no nonsense from those who cross
sample pre-generated characters at this stage, as her and has a harsh teachers voice when needed.
the rules for creating characters from scratch have
Bart Telvin: A disgruntled man in his fifties, Bart is
not been fully explained in this brief summary.
all skin and bone and darting eyes. He dislikes the
This is designed to take about 4 hours to play, with way James (and Karla) is leading the settlement, and
1-5 players. regularly complains to those who will listen. He also
knows virtually everything that is going on, who is
Summary sleeping with who, who has stolen what, and is not
only an information broker, but also a peddler of
This scenario is set in the small settlement of Pamra,
hidden weapons and food.
located in the ruins of New York City. Under threat
of assault by a militaristic faction called the Fifty Kevin Renmire: Begrudgingly in his late thirties with
Hands, the players are required to bargain for a shaved head and lean muscle, Kevin is now in
weaponry from a local trader - but without charge of all security within the settlement a
quite enough money, and with the Fifty Hands responsibility he takes very seriously. Despite
his deep caution, he maintains a great sense
Dramatis Personae of humor.
44
Heading to Gully familiar shriek rip through the air. Followed by
another, and then another.
As the PCs know, there is only one working vehicle,
a battered old pickup truck with four bald tires Infected!
(and one spare) as well as a slowly leaking head
Have the person changing the tyre make a
gasket. Its seen better days. But its still the best
Dexterity/Construction check 4 to change it before
shot theyve got and with crates of food loaded up
the Infected reach them. If another PC is helping
in the back and the PCs all piled in, they will start to
them to hold up the vehicle then give them a bonus
head out. The trip should only take half an hour to
of +1/+0 to the roll.
anhour.
Make sure the PCs have enough time to prepare Narrators Note: Remind new players that they
can spend a point of Resolve to gain a bonus of
themselves. If they ask for it, they will be able to
+2/+2 to a single roll. Or spend Luck to gain a re-
secure some supplies of extra ammunition, and, if roll. The points recover at the rate of 1 per day.
they succeed on a Luck/Diplomacy check (needing
4 succcesses), then there will even be a few sets of
Medium Ballistic Armour (see page ##).
The screams from the Infected will build to fever
The road through the ruins is utterly empty, though pitch as they approach from the side which has the
it is littered with the familiar signs of the outbreak. ruined cars. If the PCs succeed on an Awareness/
Dozens of vehicles rust quietly in scattered groups, Observation -2 roll (opposed by the Infecteds
slowly getting overgrown with grass. The road itself Dexterity/Stealth roll - use the Runners stats), they
is steadily disappearing in many places, grass and will see some of them frantically crawling forward
dirt starting to submerge it. through the press of cars, and can attempt to shoot
them (roll Dexterity/Ranged to hit, 2 for a difficult
The Pile Up target).
The first incident they have is at an old pileup of The PCs only have 2 rounds before the Infected
some twenty to thirty cars blocking the road. It reach them.
is a well-known spot, and there is a narrow path
Runner x2 Number of PCs
where many other vehicles have navigated their way
through the press over the past few months. Physical 5 Physical 5 Health
If the PCs decide to take that route, have them roll Social 3 Martial 5 3 3 3
Mental 4 Knowledge 2
an Awareness/Observation check 4, to spot several
Spiritual 4 Perception 5 Base Init 9
sharp stakes sticking out of the rubble.
Social 3
If the tyre is punctured, then as the PCs dismount
to change the tyre, they will notice the spike and
no doubt be on full alert (they can remove the Infection
stakes with a few minutes work). This is a great Roll: Brawn/Luck
opportunity to communicate to them the eeriness Opposed By: Damage received, or successes
of their position, surrounded by wrecked vehicles. gained in the splatter strike. (Rule of thumb: 4
Anything could be out there, watching them... successes minimum).
After the PCs start working on removing the stakes Getting clawed, bitten or getting sprayed with
or changing the tyre, theyll hear a horrifically contagious material will result in the victim possibly
becoming infected.
45
To determine the result of this, the victim must The meet is scheduled for a four-way intersection in
make a Brawn/Luck check, opposed by the amount a largely-abandoned area. Scruffy has a shooter with
of damage received, or the successes gained from a sniper rifle in one building. The sniper stays hidden
the spray. If they fail, theyre infected, and only so long as the PCs arent threatening and Scruffy
rapid medical attention will give them any chance of doesnt order him to engage.
survival (unless they somehow become immune).
Scruffy arrives in a big military truck with one
If the Narrator is not sure how henchman for each PC. They are armed with light
many successes the character assault rifles and one of them even has a grenade.
needs, they can apply a rules of
In the truck are over thirty rifles, a grenade launcher
thumb of 4 successes minimum.
and a dozen claymores, as James ordered.
Claws
Scruffy himself is an unimposing, short man
Strike: Dexterity/Hand to Hand
with a shock of Einstein hair. He is hunched,
Damage: +1, HR 0
thin and has a bad temper.
Special: Infection
He and all his men are wearing Heavy Ballistic
Bite Armour (+6/+6 Absorb, HR 3). The bodyguards
Strike: Dexterity/Hand to Hand shield him.
1
Damage: +2, HR 1 Goons x4
Special: Infection
Physical 6 Physical 6 Health
Social 5 Martial 6
The purpose of this encounter is to
3 3 4
Mental 5 Knowledge 5
frighten the PCs, give them a sudden Spiritual 4 Perception 5 Base Init 11
shock of combat, and let them have a close Social 4 Morality 5
shave. They will also get more familiar with
Equipment Light assault rifle (+4 Dmg, HR 2), 3 clips,
combat. heavy ballistic vest & helmet (+6/+6 Absorb, HR 3)
Sniper has a sniper rifle (+8 Dmg, HR 3).
Eventually they will either kill all the Infected, or
escape in their pickup, with the Infected swarming
after them (or they might kill most of the Infected,
Scruffy
and the few survivors run away...self preservation is
still an instinct for them!). If they happen to kill all Physical 4 Physical 4 Health
the Infected, let them know that loud noises are a Social 6 Martial 4
bad idea, and that they know others will hear it and
3 3 3
Mental 6 Knowledge 6
come investigating. Time to get out of there. Spiritual 5 Perception 5 Base Init 10
Social 7 Morality 4
Gully
Equipment Light pistol (+2 Dmg, HR 2), 3 clips,
Gully is a rough and tumble area of the city. Literally heavy ballistic vest & helmet (+6/+6 Absorb, HR 3)
46
He is also not interested in anything the PCs have to Narrators Note: This battle should be fast-paced
trade, other than bright, shiny gold. and intense, with the players unsure of where
their enemies are, getting shot at from both
The PCs should make several Tact/Diplomacy
directions. Emphasise the chaotic and terrifying
checks, or other social rolls, in their attempts to nature of the engagement the players will
persuade him. All such rolls will be at 6. have to think fast and get into cover if they want
to survive. A good option is to get into Scruffys
If they manage to get some successes (and if they
truck and escape with him.
are very convincing), then Scruffy will be willing to
part with a few weapons, and a big debt.
If Theresa is captured, she will delight in telling the
However, at around that point, the air will be rent PCs how they have dozens of soldiers, and plenty
with the sound of a sniper shot, followed by more more on the way, and that they have humvees and
shots, and bullets whining around the PCs and rocket launchers. Pamra had better tow the line or
Scruffy, as the Fifty Hands attack the meeting from theyll get wiped out.
two sides. The Hands are dug in behind ruined cars
If they keep Theresa around, she will do her best
down both streets, and will steadily advance under
to get between the PCs and set them against each
steady, accurate fire.
other. She is not above seducing them either. At the
They are led by a ruthless lieutenant - Theresa slightest opportunity she will slip her bonds and
Adams, who is not only Ernest Youngs lover, but his escape, trying to steal as much of the guns as she
brutal enforcer. can (she would love to head off with the car and the
guns and leave the PCs stranded).
Red Hand Soldiers x2 Number of PCs
A Thankful Scruffy
Physical 6 Physical 6 Health
Social 5 Martial 6 Scruffy will be grateful to the PCs for helping him,
3 3 4
Mental 5 Knowledge 5 and will gift them with an extra half a dozen to a
Spiritual 4 Perception 5 Base Init 11 dozen rifles, from 2-4 claymores, and possibly even
Social 4 Morality 5 an RPG and a bucket load of ammunition for the
Equipment small arms (depending on how dramatically the PCs
Shotguns (+8 Dmg, HR 3), Heavy Pistols (+5 Dmg, HR 3),
Light Assault Rifles (+4 Dmg, HR 3), Medium Ballistic saved him, and on how well they roll their social
Vests, +7/+7 Absorb, HR 2). checks with him - hes nothing if not calculating and
stingey).
Lieutenant Theresa Adams
However, these extra weapons should be enough
Physical 5 Physical 5 Health to just get the edge on the Hands coming to attack
Social 6 Martial 6 Pamra.
3 3 4
Mental 5 Knowledge 5
Base Init 11
Spiritual 5 Perception 5 The Showdown
Social 6 Morality 5
Now the PCs have several options ahead of them:
Equipment Light Assault Rifle (+4 Dmg, HR 3), 4 clips,
Heavy Ballistic Armour (+6/+6 Absorb HR 3). they can rush back to Pamra, shore up the defences
and await the assault with the rest of the town.
Without the PCs, Scruffys men will be rapidly
Or, they can attempt to ambush the Hands as they
overwhelmed. If the Hands take more than 50%
leave Norwich.
casualties, they will retreat.
47
A third option is that they work out a way to prevent Claymores or grenade launchers will, however, likely
the entire conflict from happening in the first place destroy a Humvee - theyve just got to make sure
- with some cunning diplomacy, threats and a show they hit it!
of force (after all, if they got weaponry from Scruffy,
The town has around twenty militia that can be
theres no telling how well armed they are).
called to protect it. But their morale is weak and
Either way, they wont have much time. You want to their training minimal.
keep ratcheting up the tension for this one. Its the
The result of a town defence is going to be bloody
finale. The big show down. Allow the PCs to choose
and unlikely to end favourably for the PCs.
their actions, and then describe them slowly, all the
while mentioning how they can feel time slipping
Ambush
away, and they know that at any moment the town
could be under attack. An ambush is actually a good idea.
Aftermath
Depending on how you played the scenario, there
could be many end results for this. Ultimately, the
best result is for the crisis to be averted and Pamra
to be saved. If it is, then let the PCs enjoy the fruits
of their victory.
49
Thank You For Reading Our Sampler!
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www.immersion-rpg.com
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